// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader  "AngryBots/Particle/Additive" {

	Properties
	 {
 _MainTex ("Base", 2D) = "white" {}
 _TintColor ("TintColor", Color) = (1,1,1,1)
}

	

	SubShader
     {
  Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
  ZWrite Off
  Cull Off
  Fog { Mode Off }
  Blend One One

    LOD 100
	Pass
	{
	
	

	CGPROGRAM
	#pragma vertex vert
	#pragma fragment frag
	#include "UnityCG.cginc"
    //#define Fixed3(value)  fixed3(value, value,value)

	struct VertexInput {
    fixed4 vertex : POSITION;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
    //fixed2 xlv_TEXCOORD1 : TEXCOORD1;
    //fixed3 xlv_TEXCOORD2 : TEXCOORD2;
    //fixed3 xlv_TEXCOORD3 : TEXCOORD3;
    //fixed4 tangent : TANGENT;
    fixed3 normal : NORMAL;
    fixed4 xlv_COLOR : COLOR;
	//VertexInput
	};


	struct VertexOutput {
	fixed4 pos : SV_POSITION;
    UNITY_FOG_COORDS(1)
    fixed4 xlv_COLOR : COLOR;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
    //fixed3 xlv_TEXCOORD1 : TEXCOORD1;
    //fixed3 xlv_TEXCOORD2 : TEXCOORD2;
    //fixed3 xlv_TEXCOORD3 : TEXCOORD3;
    //fixed3 xlv_TEXCOORD4 : TEXCOORD4;
	//VertexOutput
	};

	

 
 
 
 
 fixed4 _TintColor;
 half4 _MainTex_ST;


	

 sampler2D _MainTex;




	VertexOutput vert (VertexInput v)
	{
	VertexOutput o;
	//o.pos = UnityObjectToClipPos (v.vertex);
	//o.xlv_TEXCOORD0 = TRANSFORM_TEX(v.xlv_TEXCOORD0, _MainTex);
	
  half2 tmpvar_1;
  float2 tmpvar_2;
  tmpvar_2 = ((v.xlv_TEXCOORD0 * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_1 = tmpvar_2;
  o.pos = UnityObjectToClipPos( v.vertex);
  o.xlv_TEXCOORD0 = tmpvar_1;
  o.xlv_COLOR = (v.xlv_COLOR * _TintColor);



    UNITY_TRANSFER_FOG(o,o.vertex);
   
	return o;
	}


	fixed4 frag(VertexOutput i) : SV_Target
    {
    //fixed4 tmpvar_2 = tex2D(_MainTex, i.uv);
	
  fixed4 tmpvar_1;
  tmpvar_1 = (tex2D (_MainTex, i.xlv_TEXCOORD0) * i.xlv_COLOR);
	UNITY_APPLY_FOG(i.fogCoord, tmpvar_1);
  return tmpvar_1;

	}
	ENDCG
	}
  }
Fallback "Diffuse"
}

